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Published by vanruesc over 4 years ago
Requires three ≥ 0.102.0 < 0.119.0
This release adds support for automatic effect shader recompilations. It's no longer necessary to call EffectPass.recompile
manually after changing certain effect settings or blend functions. Custom effects should be adjusted to use the new getters and setters listed below. If your effect changes defines
or extensions
dynamically or adds or removes uniforms
, please make sure to call setChanged
afterwards.
blendFunction
to private.getBlendFunction
and setBlendFunction
methods.setChanged
method. Calling this method schedules a shader recompilation.attributes
, fragmentShader
and vertexShader
to private.getAttributes
and setAttributes
methods.getFragmentShader
and setFragmentShader
methods.getVertexShader
and setVertexShader
methods.depthAwareUpsampling
setting for convenience.recompile
manually but it can still be used for optimization purposes.Published by vanruesc over 4 years ago
Requires three ≥ 0.102.0 < 0.119.0
Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.118.0
minRadiusScale
constructor parameter. This setting limits the automatic downscaling of the sampling radius.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.118.0
fade
constructor parameter. This setting influences the contrast of the ambient occlusion.distanceScaling
constructor parameter. See #207.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.118.0
scale
as an alternative, relative setting.normalBuffer
constructor parameter. See #206.resolutionScale
constructor option. Using a relative render resolution for this effect helps prevent undesired artifacts.LuminanceFormat
.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.118.0
autoRenderToScreen
to public. See #201.texture
convenience getter.setTextureSwizzleRGBA
method.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.117.0
highp
qualifier to depth texture samplers. Affected shaders:
CircleOfConfusionMaterial
DepthComparisonMaterial
DepthMaskMaterial
EdgeDetectionMaterial
EffectMaterial
depthPacking
accessors to CircleOfConfusionMaterial
.Section
enum from EffectMaterial
to main export list.minFilter
and magFilter
to NearestFilter
.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.117.0
toneMapped
property in three
< r108. See #193.MaskFunction.MULTIPLY_RGB_SET_ALPHA
.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.116.0
OrthographicCamera
with a basic Camera
.UnsingedByteType
.strength
setting for multiplicative masking.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.116.0
uvTransform
.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.116.0
1.0
when premultiply
is enabled.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.115.0
multisampling
constructor option. Multisample antialiasing requires WebGL 2. See #178.multisampling
convenience accessors.renderToScreen
setter. See ee2c95d.While the newly added multisampling feature provides high quality antialiasing at low computational cost, it may produce visual artifacts when used with some effects such as SSAO and should not be regarded as a blanket antialiasing solution.
It's currently not possible to use combined depth-stencil attachments in WebGL 2. See https://github.com/mrdoob/three.js/issues/18887 for details.
Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.115.0
Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.115.0
UnsignedIntType
for the depth texture to prevent precision issues. See #174.RGBFormat
. RGB16F and RGB32F buffers are not renderable (Chrome renders them, but FireFox doesn't).intensity
option.offset
, repeat
and center
settings.aspectCorrection
. Enable uvTransform
instead and adjust the texture settings manually.Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.115.0
Published by vanruesc over 4 years ago
Requires three
≥ 0.102.0 < 0.114.0
frameBufferType
constructor parameter. It's highly recommended to set this to HalfFloatType
if WebGLRenderer.outputEncoding
is set to sRGBEncoding
. See https://blog.demofox.org/2018/03/10/dont-convert-srgb-u8-to-linear-u8/ for details.initialize
to (renderer, alpha, frameBufferType)
.toneMapped
flag of all materials to false
.outputEncoding
of the WebGLRenderer
. Passes that render to texture always use LinearEncoding
.GammaCorrectionEffect
. Set WebGLRenderer.outputEncoding
to sRGBEncoding
or GammaEncoding
instead.edgeDetectionMode
constructor parameter.dispose
method.edgeDetectionMaterial
getter.colorEdgesMaterial
. Use edgeDetectionMaterial
instead.renderToScreen
will now also update the fullscreen material to use the correct output encoding.dithering
. Set the frameBufferType
of the EffectComposer to HalfFloatType
instead.inputBuffer
should only be used if it isn't null
.load
method now conforms to the signature of Loader.load
. See #169.Published by vanruesc almost 5 years ago
Requires three
≥ 0.102.0 < 0.113.0
searchImageDataURL
. Use SMAAImageLoader
instead.areaImageDataURL
. Use SMAAImageLoader
instead.SMAAImageLoader
. See #167.Published by vanruesc almost 5 years ago
Requires three
≥ 0.102.0 < 0.112.0
Note: Due to a bug in [email protected]
, it is recommended to use the latest dev version of three
instead.
See https://github.com/mrdoob/three.js/issues/18062 for details.
Resizer
to simplify custom resolution management. See cfa0a29.getViewZ
from SSAOEffect
shader to main EffectMaterial
shader.width
and height
.resolution
.width
and height
.resolution
.width
and height
.resolution
.width
and height
.resolution
.getResolutionScale
and setResolutionScale
.width
and height
constructor parameters.resolution
.morphNormals
.getResolutionScale
and setResolutionScale
.width
and height
constructor parameters.resolution
.logarithmicDepthBuffer
globally and adjusted camera settings.Published by vanruesc almost 5 years ago
Requires three
≥ 0.102.0 < 0.111.0
fStop
parameter. See #161.Published by vanruesc almost 5 years ago
Requires three
≥ 0.102.0 < 0.111.0
generatePerturbationMap
method to use UnsignedByteType
instead of FloatType
. This change doesn't affect the visual results and improves compatibility with mobile devices.